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I'm pleased to announce a new strategy called "Industrial Powerhouse" is now available for a limited time!

Industrial Powerhouse gives you cheaper Buildings and Mechanized units at the cost of weakened Human units and overall Defence.

The original concept for this is by Sultan of Swing, who said the following in his proposal:

Zitat:

The idea behind this is comes from the Industrial Revolution that swept through Europe beginning in the 19th century and continued through America in the 20th century. Drawing inspiration from the concept of mass production as was applied by Henry Ford in Detroit in the 20th century, mass production allowed for cars such as the Model-T to be produced much more cheaply than before. For this strategy, I drew on this concept by making all non-human units slightly cheaper, but not entirely to the level of the Imperialist strategy. This strategy would complement the buildings addition, and could encourage their use and production outside of the measly -30 unit cost of Imperialist. However, with boost comes nerf. As was common highly industrialized nations, humans were now a commodity, and living conditions were not great. Thus, some nations began to have to raise salaries for their army to maintain army loyalty. By increasing human unit cost and decreasing produced units cost, the player will be encouraged produce more industrial units and increase the size of their cities through buildings. On top of this, mass production decreased the quality of product compared to the older domestic hand-made production system. This would prove to be a very strong lategame strategy, yet weak early in a similar way to HW or GW.

That's right, the long awaited strategy update is finally here! And no this is not a mean April Fools joke such as Sid's mean marine update. Let's look at some of the mechanics and stats of these new units in order to help prepare for their implementation.

In general, all buildings:

Have 20 HP

Cost 700

Have 0 ATK

Have 1 DEF

Have 0 MP

Can only be built once per city

Now let's look at each individual unit:

Recruitment Center:

+3 reinforcements on recruitment week

The bonus applies to recurring recruitment weeks beginning after it's production, and not the turn 1

Fortifications:

+1 Defense per unit in the city

Think about how the general works with a stack of units, same concept here (have fun cap rushing ya noobs!)

Radar Array:

+150 view range

Just a little under triple the view range of a sentry, could be quite useful for snuffing out stealth units

Anti-Aircraft Defenses:

+20 defense against air units

Coastal Battery:

+20 defense against naval units

This was formerly a rare unit, and is now produceable

Bank:

-10 upkeep for every unit

This only applies to units produced in the city; so units produced in other cities will still remain normal priced

As some of you know, AtWar's social media websites have spiked up in activity again with multiple weekly posts and moving towards daily posts.

AtWar is currently active on four social media platforms (Facebook, Twitter, Reddit, and Youtube) and is expanding to multiple others like Instagram; as well as reviving and updating other websites that AtWar has used in the past to advertise its self.

We plan to use Social Media more often, especially on future events as well as implementing them into our planned challenges program (refer to this link if you don't know what this is) and ultimately bring more content into the community.

To help improve transparency in how forum messages are moderated, mods now have the ability to enter a reason before deleting a message. This deletion reason will be displayed to all persons reading the thread. Over the last week you may have already noticed one, it looks something like this:

Message deleted by Dave. Reason: example

Historically mods would try to let the user know by PM why their message was deleted, but this left other people reading the thread in the dark as to what happened. Now the process will be transparent to everyone.

2) Counter-Insurgency test period ended

As stated in the original announcement, the test period for the Counter-Insurgency strategy has ended and it has been taken down. We're already working on the next round of new strategies and other upgrades to try out, so stay tuned. We hope to release the next update early April.

I'm pleased to announce Brianwl has been promoted to admin. In this new role, he will have authority over all community issues, overseeing the moderator team, and any other tasks that require admin-level access.

In short, Brian has the authority and ability to handle anything that previously would have been done by me. He has kindly agreed to help out as I am planning to step back from the community a bit, and instead focus more on just the programming and business side of atWar.

I know we will be in very good hands under Brian's leadership. He is a long time atWar player, moderator, and highly respected throughout the community.

Analysis: 63% of respondents somewhat agreed or strongly agreed that toxic behavior has been a serious problem on atWar. Not a surprise here, that's a pretty compelling "yes" from the community.

Question #2: How has the level of toxic behavior in our community changed in the last 2 months?
Answers:
It's becoming better / Less toxic - 88
About the same - 159
It's becoming worse / More toxic - 26

The global Help chat has been replaced with a new Supporter Help chat. To use it, use the command /help from any chat channel in the game.

The new Supporter Help chat operates similarly to the Moderators chat and the /report command. When you type /help along with your question, it will be sent to all supporters who are currently online. From there a supporter can reply to you via pr and help you with your issue.

Advantages:

No more global Help spam.

All users can utilize the /help command. (unlike the other chat channels, it is not limited to r2's and above. there is no rank restriction)

Most importantly: this should help improve the experience for new players just beginning to learn our game.

Please take a few minutes to share your feedback with us. I will post the results for all to see following the end of the survey. (Your individual responses will be kept confidential, I'll be posting aggregated results only.)

Note: all players are encouraged to participate, however to keep it fair only 1 vote per person is allowed. Don't use alts to vote more than once, or I'll delete all your votes (both main and alt(s)). Guest accounts will not be counted.

EDIT 2019-03-07: survey is now closed, results will be posted shortly.